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  • AI planets have a '''Mark''' level, similar to the [[AI War:Mark|Mark]] of units. ...t displayed. MkIII to MkV are displayed with the same colors as the unit's mark: white with dark red outline for MkIII, with a bright red outline for MkIV
    932 bytes (161 words) - 10:02, 18 August 2016

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  • ...nges to cloaking, which led raptor to break stealth quickly when attacking planet. With their expensive cost compared to their health, it was unwise to use t ...ced from 1200 to 400. Damage reduced from 160 to 40. Added x4 damage if on planet for less than 15 seconds. Cost reduced from 250 to 200. Railpod tech change
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * The Elderling journal entry now mentions that higher mark Elderlings grant more essence * Make wormhole borers less apt to target their own planet
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • *** Finding the best planet with an ARS or fleet near the players now is done only on the host but cons ** Nomad Planet x1 (moving; that uses no externaldata)
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ** Fixed a reference in a tutorial 2 tooltip that always referred to a planet as "Tiroha" despite the name having changed. * Fixed an infinite-loop bug in the new minor-faction "which planet do I go to next?" logic.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...FRD-mode ships absolutely not listening to you when there are enemies on a planet. ** The planet faction pool was examined and found not to be vulnerable (since those are o
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...es compared to the rest of the fleet, and makes them harder to get to high mark levels on their own without EXP. * Forcefield generators and minefields are no longer capped at mark 4 and 3 respectively.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...ore. AI ships that are waiting before going through a wormhole to a human planet now spread out 4x more diffusely to make them even harder for players to hi * On difficulty 7 and up, when the AI forces on a planet are more than 2x outgunned in terms of firepower, the guards will be freed
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...n the galaxy it played the same audio cue. Now if they are on a different planet from your view, it plays a much more muted, distant-sounding, quieter explo * Added the higher-mark-version images for most of the champion module lines.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ** Will no longer launch squadrons while on a planet adjacent to a target planet, but will instead personally go to the target before releasing. ...Note that it will always round down, but seeds a minimum of 1 wormhole per planet.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • *** So for instance, give a some move orders to a distant planet, and at the end of that keep holding shift and press U (or click the interf ** So, for instance you can give some regular move orders to one side of a planet, then give a regular attack order, then have it turn on (or off) attack-mov
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...he game). Players also now get a lot more knowledge in general (3,000 per planet now, instead of 2,000), and the player economy—especially in the early ga ...hat will really vary based on what it has available. If all the AI has is Mark V stuff, this will be a much worse event than if the AI still has a lot of
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...nded the description text template on the "Scoured Population And Captured Planet" event to refer to the acting race rather than specifically to the Thoraxia * For each planet held, the race that holds them now gets a +0.9 boost to science, and a +0.3
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ** Scaling file adjustment doubling all mine counts at mark 1 from XML counts is removed ** If you need a spy to survive decloaking to pass through a planet, could be worth spending for, but bonus cloaking points is all you get.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...window now shows how much Metal your ships have Metabolized, and your per-planet metal income * The selected planet no longer blinks.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** Cross Planet Waves and Threat Waves options. Also hunter waves. ...ability for factions to know who was the most annoying enemy at a specific planet, so that things could be done to that faction (for instance with Raid Engin
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ** Planet envy. ** Invaded our planet
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...ially homeworld defenses. It also uses the reserve to contribute to Cross Planet Attacks, taking some of the burden off local defense forces. ...ent reactor anymore: you can have one free-to-run energy-collector on each planet, and as many high-but-constant-cost matter-converters as you want anywhere.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...since the force-decloak flag is now cleared by units leaving their current planet * Macrophage: Fixed a bug where Harvesters were not keeping their mark level upon enraging.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * On any of the debug menu things that mark the game as being in "cheat" mode, it now shows a "cheat: whatever the chea * Removed the temporary speed boost Transports got when entering a planet.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...mage, and spawns a Hydra Head when its build points are >= (max health)/(1+mark), in other words every 50%/33%/25%/20%/17% of health. * Struck the infamous Rotting Cow (and its nefarious associates) with the Planet Cracker.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...e if you selected things on one planet and then selected things on another planet, the selection was always additive. This had a tendency to cause people to * Added a glowing blue atmosphere effect to the AI planet on the main menu. This wasn't exactly on the top of our todo list, but it
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...LOD2 of this that adds crazy efficiency if there are a lot of Arks on one planet. * Changed the "abandon planet" logic of AI guards that are massively outmatched to instead use the "hunke
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...posts being made optional comes to mind, and many turret caps becoming per-planet), but this account has to stop somewhere. Oh, and let's not forget the eng * The fabricator filter now omits the "Core " prefixes and " Mark V" suffixes, since they're redundant info and make the strings pretty long.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...the max health of any enemy unit that gets killed by a player faction on a planet where that same faction has a ship with special_entity_type=Ark" on it. ...e to say which Telium a Spore is from, and how many Spores are needed on a planet to make a new Telia.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * If there is a significant mismatch between how many stacks are on a planet (for example, 1 squad of > 100 stacks and a bunch of squads with 0 stacks) ...a squad they can kill at once (so high mark ion cannons don't one shot 100 mark 1 units in a stack). The default is to allow whatever overkilling happens
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ** Now there are science and hacking amounts per planet, and those are now 2000 and 30. Same as before, but more directly set now. ...nd now anything that is Planetary simply can't cross away from the current planet.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...uced a bug where "adjacent to enemy warp gates" was actually meaning "on a planet with an enemy warp gate." *** My Ships On This Planet (empty if you have no scout intel)
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...ense a weakness. Threat is provoked typically by AI defenders who escape a planet after you attack it, or the remainder of defeated waves. If Thread doesn't ...but as the AIP becomes higher, they will spawn farther away and on higher mark planets. Instigator bases have a variety of nasty effects, ranging from inc
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...the probe was followed by a giant Zenith Miner who proceeded to devour the planet. And now it seems like everywhere you look there are new Zenith menaces com ...In the Game Lobby, you can now influence how the initial AI owners of each planet are selected.
    113 KB (18,449 words) - 16:11, 1 June 2021
  • * When a crippled flagship retreats to a planet with FRD engineers, engineers are now able to prioritize repairing it over ...FindStrongestEnemyPlanetOrNull() that lets us look for the strongest enemy planet for a faction.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * The Usurper now has visuals for it (all five marks, although only one mark is actually used in the game right now). * Fixed the stealth starships having no graphics on them past mark 1.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...the galaxy for fun and profit" by going for a mark 7 city, well above the mark 5 level that is needed for the alternative victory condition. At this poin ...rd force fending that off. Unless you want to just build your city on the planet where you found the relic, in which case go ahead. Once a spire city has b
    23 KB (4,043 words) - 14:00, 6 April 2022
  • ...combat benefit of the line itself. Expatriate tech options still start at Mark 2. *Spectral and Vengeful Wights now require a Mark 2+ Necropolis to be enabled
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...r against the machines -- and lost. AI death squads stand watch over every planet and every wormhole, the few remaining human settlements are held captive in ...e also Fabricators around the galaxy that allow the human players to build Mark I Bomber Starships.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • * '''Spire Stealth Battleship''' (Mark I-V) * '''Spire Teleporting Leech''' (Mark I-V)
    27 KB (4,399 words) - 09:07, 23 October 2018
  • * '''Spire Stealth Battleship''' (Mark I-V) * '''Spire Teleporting Leech''' (Mark I-V)
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...e also Fabricators around the galaxy that allow the human players to build Mark I Bomber Starships. ...40/80% (by mark level) for each new reactor of this type built on the same planet.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • -All of the command stations except for the AI home planet command station now have new, larger graphics and icons. This includes the ...suring that too many bad things or good things are not bunched on the same planet—issues that were never a problem before, but would have become a problem
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...ver many planets they don't control, and the number of ships added to each planet scales upward based on the AI Progress. ...s attacked, they might together put as many as 4x reinforcements into that planet in a single pair of cycles (which might be staggered, or might come nearly
    16 KB (2,944 words) - 15:36, 24 April 2015
  • ** Fimbulwintering a planet requires a local flagship ** Nadir Bases now mark up over time, and spawn stronger ships as they mark up
    114 KB (18,064 words) - 16:22, 14 May 2024
  • Planet - GasGiant Planet - Neptune
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * The AI gains higher Mark and greater numbers of ships for waves, cross planet attacks, and when reinforcing worlds. * Mark IV = 1200 - ( Difficulty * 10 )
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...normally used when there are no warp gates adjacent to a human-controlled planet. This can greatly increase the challenge of the game and should be used wi ...ole links will not be used by any auto-pathing, so the first time to a new planet you'll need to explicitly send ships via ctrl-right-clicking the wormhole.
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...get on with the attack. It's not uncommon for players to take their first planet in the first 10 minutes (during the same interval in many RTS games, many w ...es busy. Putting them into FRD mode (see below) lets them cover an entire planet. We also made all engineers teleporting to cut down on time you might need
    36 KB (6,383 words) - 10:23, 22 February 2015
  • ...nutes]]. Does this apply early game too? Do you really focus on taking one planet and shoring it up to where you don't have to watch it every few seconds? Ma ...he planets you can as fast as possible. I think I typically take my first planet at around 10 to 15 minutes in, and a second at 30 minutes maybe, and a thir
    20 KB (3,556 words) - 19:50, 1 February 2015
  • -Cross Planet Attacks now scale less severely with number of human players (multiplier is ...playing a particularly long game and all the planets have been upgraded to Mark IV simply because of densityof the ships (this would be 30+ hours of gameti
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...es, and there's so much more research to get. Early on, should I focus on mark upgrades? Should I get a starship early or wait? Basically I'm a bit at a ...(especially on harder difficulties) the situation at hand. Upgrading the mark levels is pretty key in most cases, because it gets you more ship cap, and
    7 KB (1,177 words) - 14:12, 1 February 2015
  • -The game now remembers the screen position and zoom level on each planet for the local player, so when the player is switching around between planet -The ship selections are now remembered when players switch between one planet and then back.
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...nry. There are also "harmless" trains that only carry cargo from planet to planet, but over time they contribute to AI construction efforts that can be very This means that it will be roughly at the 3 hour, 20 minute mark (200 minutes) that the Astrotrains will reach their maximum population of 1
    12 KB (1,903 words) - 14:24, 17 January 2017
  • ...y they came under control as soon as it started being built, which is when planet control changes). -"Unknown Path" no longer flashes next to each planet on the galaxy map before the actual number of hops are calculated.
    16 KB (2,780 words) - 11:51, 16 September 2017

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